<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_07_17_0336220</id>
	<title>A History of Early Text Adventure Games</title>
	<author>Soulskill</author>
	<datestamp>1247847540000</datestamp>
	<htmltext><a href="mailto:harry@tr83.com" rel="nofollow">HFKap</a> writes <i>"The earliest computer games were pure text and were passed around freely on the ARPANET, culminating in the 'cave crawls' <em>Adventure</em> and <em>Dungeon</em>.  The advent of the home computer <a href="http://www.adventureclassicgaming.com/index.php/site/features/503/">opened up a commercial market for text adventure games</a>, though the limited resources of these machines presented significant technical problems.  Many companies vied for success in this market, but the best-remembered today is <a href="http://en.wikipedia.org/wiki/Infocom">Infocom</a>, founded by a group from MIT.  Infocom's virtual memory and virtual machine innovations enabled them to design extremely ambitious and creative games, which they dubbed Interactive Fiction (IF).  Ultimately the text game lost its paying customers to the lure of graphical games, such as those produced by Sierra On-Line. This article is a dialogue between Harry Kaplan and Jimmy Maher, editor of the modern IF community's pre-eminent e-zine SPAG."</i></htmltext>
<tokenext>HFKap writes " The earliest computer games were pure text and were passed around freely on the ARPANET , culminating in the 'cave crawls ' Adventure and Dungeon .
The advent of the home computer opened up a commercial market for text adventure games , though the limited resources of these machines presented significant technical problems .
Many companies vied for success in this market , but the best-remembered today is Infocom , founded by a group from MIT .
Infocom 's virtual memory and virtual machine innovations enabled them to design extremely ambitious and creative games , which they dubbed Interactive Fiction ( IF ) .
Ultimately the text game lost its paying customers to the lure of graphical games , such as those produced by Sierra On-Line .
This article is a dialogue between Harry Kaplan and Jimmy Maher , editor of the modern IF community 's pre-eminent e-zine SPAG .
"</tokentext>
<sentencetext>HFKap writes "The earliest computer games were pure text and were passed around freely on the ARPANET, culminating in the 'cave crawls' Adventure and Dungeon.
The advent of the home computer opened up a commercial market for text adventure games, though the limited resources of these machines presented significant technical problems.
Many companies vied for success in this market, but the best-remembered today is Infocom, founded by a group from MIT.
Infocom's virtual memory and virtual machine innovations enabled them to design extremely ambitious and creative games, which they dubbed Interactive Fiction (IF).
Ultimately the text game lost its paying customers to the lure of graphical games, such as those produced by Sierra On-Line.
This article is a dialogue between Harry Kaplan and Jimmy Maher, editor of the modern IF community's pre-eminent e-zine SPAG.
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726083</id>
	<title>IF is not dead!</title>
	<author>Anonymous</author>
	<datestamp>1247765040000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext>Whenever I go to foxnews I am happy to see there are still many, many very creative people releasing this interactive fiction, complete with hyperlinks to make it interactive leading you to even more fiction. I would say if there is one genre that really stood the test of time. It is IF. Horay!</htmltext>
<tokenext>Whenever I go to foxnews I am happy to see there are still many , many very creative people releasing this interactive fiction , complete with hyperlinks to make it interactive leading you to even more fiction .
I would say if there is one genre that really stood the test of time .
It is IF .
Horay !</tokentext>
<sentencetext>Whenever I go to foxnews I am happy to see there are still many, many very creative people releasing this interactive fiction, complete with hyperlinks to make it interactive leading you to even more fiction.
I would say if there is one genre that really stood the test of time.
It is IF.
Horay!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727023</id>
	<title>Sysadmining with Infocom</title>
	<author>Dare</author>
	<datestamp>1247823180000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>As a newbie sysadmin, I feel I'm living in an Infocom adventure for some reason. <a href="http://users.utu.fi/aletal/insinoori/miete.html" title="users.utu.fi" rel="nofollow">Here's</a> [users.utu.fi] a write-up of my work day about a week ago.</p></htmltext>
<tokenext>As a newbie sysadmin , I feel I 'm living in an Infocom adventure for some reason .
Here 's [ users.utu.fi ] a write-up of my work day about a week ago .</tokentext>
<sentencetext>As a newbie sysadmin, I feel I'm living in an Infocom adventure for some reason.
Here's [users.utu.fi] a write-up of my work day about a week ago.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726869</id>
	<title>Virtual archeology</title>
	<author>Mathinker</author>
	<datestamp>1247863320000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>There's a guy, Russel Dalenberg, who deals with the <a href="http://www.mipmip.org/adv/advfamily.shtml" title="mipmip.org" rel="nofollow">"archeology" of the original Adventure game</a> [mipmip.org].</p><p>Besides the fact that he had had a great userid (<a href="http://en.wikipedia.org/wiki/A\_Wizard\_of\_Earthsea" title="wikipedia.org" rel="nofollow">"ged"</a> [wikipedia.org]) when he first emailed me for info about a then-unknown version, I always thought he had the ultimately geeky hobby.</p></htmltext>
<tokenext>There 's a guy , Russel Dalenberg , who deals with the " archeology " of the original Adventure game [ mipmip.org ] .Besides the fact that he had had a great userid ( " ged " [ wikipedia.org ] ) when he first emailed me for info about a then-unknown version , I always thought he had the ultimately geeky hobby .</tokentext>
<sentencetext>There's a guy, Russel Dalenberg, who deals with the "archeology" of the original Adventure game [mipmip.org].Besides the fact that he had had a great userid ("ged" [wikipedia.org]) when he first emailed me for info about a then-unknown version, I always thought he had the ultimately geeky hobby.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28732387</id>
	<title>Re:Not a single mention of MUDs???</title>
	<author>Fritz T. Coyote</author>
	<datestamp>1247856240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>In that case, let me mention the Discworld MUD:

<a href="http://discworld.atuin.net/lpc/" title="atuin.net" rel="nofollow">http://discworld.atuin.net/lpc/</a> [atuin.net]

A strange place where for over 15 years many, many people have been wandering around on the back of a giant turtle.</htmltext>
<tokenext>In that case , let me mention the Discworld MUD : http : //discworld.atuin.net/lpc/ [ atuin.net ] A strange place where for over 15 years many , many people have been wandering around on the back of a giant turtle .</tokentext>
<sentencetext>In that case, let me mention the Discworld MUD:

http://discworld.atuin.net/lpc/ [atuin.net]

A strange place where for over 15 years many, many people have been wandering around on the back of a giant turtle.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727483</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726781</id>
	<title>Re:Proof Graphics != Good Game</title>
	<author>John Miles</author>
	<datestamp>1247862180000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p><i>I really want to see some level of text based gaming come back.</i></p><p>Text gaming didn't leave, it just went indie.  Some of the best works since the Infocom days have appeared in the annual rec.arts.int-fiction <a href="http://www.ifcomp.org/" title="ifcomp.org">competition</a> [ifcomp.org], the 15th of which is in progress now.</p><p>Someone below mentioned <i>Photopia</i>, and that's a good place to start (it took first place in the IF competition nine or ten years ago).</p></htmltext>
<tokenext>I really want to see some level of text based gaming come back.Text gaming did n't leave , it just went indie .
Some of the best works since the Infocom days have appeared in the annual rec.arts.int-fiction competition [ ifcomp.org ] , the 15th of which is in progress now.Someone below mentioned Photopia , and that 's a good place to start ( it took first place in the IF competition nine or ten years ago ) .</tokentext>
<sentencetext>I really want to see some level of text based gaming come back.Text gaming didn't leave, it just went indie.
Some of the best works since the Infocom days have appeared in the annual rec.arts.int-fiction competition [ifcomp.org], the 15th of which is in progress now.Someone below mentioned Photopia, and that's a good place to start (it took first place in the IF competition nine or ten years ago).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28891129</id>
	<title>Re:Is the an English major in the house?</title>
	<author>HFKap</author>
	<datestamp>1248962400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>There's nothing wrong with preferring a book to an interview of any kind.  On Jimmy Maher's home page you will find his excellent book-length 2006 history of IF, "Let's Tell a Story Together." You'll get even more detail(!) and be taken closer to present-day IF, without the prose being broken up by the questions you find so tedious. To each his own.

I'd be curious to know of any interviews by email that you consider to be good reading, showing more "spontaneity and fluidity."  Or do you simply think that interview by email is a moronic idea?</htmltext>
<tokenext>There 's nothing wrong with preferring a book to an interview of any kind .
On Jimmy Maher 's home page you will find his excellent book-length 2006 history of IF , " Let 's Tell a Story Together .
" You 'll get even more detail ( !
) and be taken closer to present-day IF , without the prose being broken up by the questions you find so tedious .
To each his own .
I 'd be curious to know of any interviews by email that you consider to be good reading , showing more " spontaneity and fluidity .
" Or do you simply think that interview by email is a moronic idea ?</tokentext>
<sentencetext>There's nothing wrong with preferring a book to an interview of any kind.
On Jimmy Maher's home page you will find his excellent book-length 2006 history of IF, "Let's Tell a Story Together.
" You'll get even more detail(!
) and be taken closer to present-day IF, without the prose being broken up by the questions you find so tedious.
To each his own.
I'd be curious to know of any interviews by email that you consider to be good reading, showing more "spontaneity and fluidity.
"  Or do you simply think that interview by email is a moronic idea?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726335</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728043</id>
	<title>3-Kingdoms</title>
	<author>Ferret96</author>
	<datestamp>1247836740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Anyone every play the MUD 3-Kingdoms? For it's time it was a great game, had seperate Sci-Fi, Chaos, and Fantasy areas for variety.  I used to play a Necromancer.</htmltext>
<tokenext>Anyone every play the MUD 3-Kingdoms ?
For it 's time it was a great game , had seperate Sci-Fi , Chaos , and Fantasy areas for variety .
I used to play a Necromancer .</tokentext>
<sentencetext>Anyone every play the MUD 3-Kingdoms?
For it's time it was a great game, had seperate Sci-Fi, Chaos, and Fantasy areas for variety.
I used to play a Necromancer.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28765513</id>
	<title>Re:Is the an English major in the house?</title>
	<author>Anonymous</author>
	<datestamp>1248106860000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Well, if you prefer reading a book, go to Jimmy Maher's home page and read his excellent book-length 2006 history of IF, "Let's Tell a Story Together."  You'll get more detail and be taken closer to present-day IF, without the prose being broken up by the questions you find so tedious.  To each his own.</htmltext>
<tokenext>Well , if you prefer reading a book , go to Jimmy Maher 's home page and read his excellent book-length 2006 history of IF , " Let 's Tell a Story Together .
" You 'll get more detail and be taken closer to present-day IF , without the prose being broken up by the questions you find so tedious .
To each his own .</tokentext>
<sentencetext>Well, if you prefer reading a book, go to Jimmy Maher's home page and read his excellent book-length 2006 history of IF, "Let's Tell a Story Together.
"  You'll get more detail and be taken closer to present-day IF, without the prose being broken up by the questions you find so tedious.
To each his own.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726335</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727289</id>
	<title>Re:how i remember text adventures</title>
	<author>K. S. Kyosuke</author>
	<datestamp>1247827380000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><blockquote><div><p>&gt; shit<nobr> <wbr></nobr>...
&gt; untie parachute</p></div></blockquote><p>

At least you landed into something soft and didn't break your legs, right?</p></div>
	</htmltext>
<tokenext>&gt; shit .. . &gt; untie parachute At least you landed into something soft and did n't break your legs , right ?</tokentext>
<sentencetext>&gt; shit ...
&gt; untie parachute

At least you landed into something soft and didn't break your legs, right?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28748353</id>
	<title>Re:Here in the UK.</title>
	<author>Spit</author>
	<datestamp>1248025740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>There were many great commercial games which were written in BASIC too: Ket trilogy was enjoyable as was The Pen and The Dark by the late, great Keith Campbell.</p></htmltext>
<tokenext>There were many great commercial games which were written in BASIC too : Ket trilogy was enjoyable as was The Pen and The Dark by the late , great Keith Campbell .</tokentext>
<sentencetext>There were many great commercial games which were written in BASIC too: Ket trilogy was enjoyable as was The Pen and The Dark by the late, great Keith Campbell.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727513</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727167</id>
	<title>Re:how i remember text adventures</title>
	<author>omglolbah</author>
	<datestamp>1247825760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The game sucked if it was that specific on how to get the hell down.<br><br>Knowing the language is quite important when it comes to playing a MUD but most get by fine.<br><br>I would attribute some of my knowledge of the language (English is my second language, Norwegian my first) to my use of computers and especially text games. I've clocked close to 18000 hours on a particular mud (lensmoor.org 3500) and enjoy it just as much as I enjoy some graphic intensive games.<br><br>It is all about what you are looking for. Text lends itself to roleplaying games quite well as you can define anything without having to worry about how it will be done graphically.<br><br>*heads back to work to be productive *cough* *</htmltext>
<tokenext>The game sucked if it was that specific on how to get the hell down.Knowing the language is quite important when it comes to playing a MUD but most get by fine.I would attribute some of my knowledge of the language ( English is my second language , Norwegian my first ) to my use of computers and especially text games .
I 've clocked close to 18000 hours on a particular mud ( lensmoor.org 3500 ) and enjoy it just as much as I enjoy some graphic intensive games.It is all about what you are looking for .
Text lends itself to roleplaying games quite well as you can define anything without having to worry about how it will be done graphically .
* heads back to work to be productive * cough * *</tokentext>
<sentencetext>The game sucked if it was that specific on how to get the hell down.Knowing the language is quite important when it comes to playing a MUD but most get by fine.I would attribute some of my knowledge of the language (English is my second language, Norwegian my first) to my use of computers and especially text games.
I've clocked close to 18000 hours on a particular mud (lensmoor.org 3500) and enjoy it just as much as I enjoy some graphic intensive games.It is all about what you are looking for.
Text lends itself to roleplaying games quite well as you can define anything without having to worry about how it will be done graphically.
*heads back to work to be productive *cough* *</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727483</id>
	<title>Not a single mention of MUDs???</title>
	<author>Anonymous</author>
	<datestamp>1247829720000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>All that discussion and not a single mention of MUDs, MOOs or any online multiuser text based adventures! Does the fact that they're running on a remote server and have multiple users somehow exclude them from being designated as text based IF? I think not. If anything they're far more imaginative and far longer player commitment than most single user adventures running on the local machine.</p></htmltext>
<tokenext>All that discussion and not a single mention of MUDs , MOOs or any online multiuser text based adventures !
Does the fact that they 're running on a remote server and have multiple users somehow exclude them from being designated as text based IF ?
I think not .
If anything they 're far more imaginative and far longer player commitment than most single user adventures running on the local machine .</tokentext>
<sentencetext>All that discussion and not a single mention of MUDs, MOOs or any online multiuser text based adventures!
Does the fact that they're running on a remote server and have multiple users somehow exclude them from being designated as text based IF?
I think not.
If anything they're far more imaginative and far longer player commitment than most single user adventures running on the local machine.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728669</id>
	<title>Re:IF is not dead!</title>
	<author>Elbowgeek</author>
	<datestamp>1247840520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I think the most entertaining and creative IF, for me, was Leather Goddesses of Phobos.  Just like reading a book, one made the scene in one's head, which was far more vivid than any of the best graphics cards of today.  Also, every player would have his or her own vision of the scene, completely different from anyone else's.</p><p>I distinctly recall it had a "boss key" (whatever happened to those?) which would bring up a Lotus 123-style spreadsheet.  But on that sheet were a list of kinky sex objects - hilarious.</p></htmltext>
<tokenext>I think the most entertaining and creative IF , for me , was Leather Goddesses of Phobos .
Just like reading a book , one made the scene in one 's head , which was far more vivid than any of the best graphics cards of today .
Also , every player would have his or her own vision of the scene , completely different from anyone else 's.I distinctly recall it had a " boss key " ( whatever happened to those ?
) which would bring up a Lotus 123-style spreadsheet .
But on that sheet were a list of kinky sex objects - hilarious .</tokentext>
<sentencetext>I think the most entertaining and creative IF, for me, was Leather Goddesses of Phobos.
Just like reading a book, one made the scene in one's head, which was far more vivid than any of the best graphics cards of today.
Also, every player would have his or her own vision of the scene, completely different from anyone else's.I distinctly recall it had a "boss key" (whatever happened to those?
) which would bring up a Lotus 123-style spreadsheet.
But on that sheet were a list of kinky sex objects - hilarious.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726083</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28730689</id>
	<title>CoCo!</title>
	<author>whitroth</author>
	<datestamp>1247849160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Nobody ever remembers the RadShack CoCo. I had one that I bought around '80 or '81, and found a text adventure game - I don't remember the name - where one started out in a town at a market. The best thing to buy there was a shovel: you could dig for treasure... and beat off bandits on the road, lions in the jungle, sharks and pirates in the ocean, and, if you got to the end, meteors in outer space....</p><p>
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mark</p></htmltext>
<tokenext>Nobody ever remembers the RadShack CoCo .
I had one that I bought around '80 or '81 , and found a text adventure game - I do n't remember the name - where one started out in a town at a market .
The best thing to buy there was a shovel : you could dig for treasure... and beat off bandits on the road , lions in the jungle , sharks and pirates in the ocean , and , if you got to the end , meteors in outer space... .             mark</tokentext>
<sentencetext>Nobody ever remembers the RadShack CoCo.
I had one that I bought around '80 or '81, and found a text adventure game - I don't remember the name - where one started out in a town at a market.
The best thing to buy there was a shovel: you could dig for treasure... and beat off bandits on the road, lions in the jungle, sharks and pirates in the ocean, and, if you got to the end, meteors in outer space....
            mark</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727497</id>
	<title>Re:Proof Graphics != Good Game</title>
	<author>westlake</author>
	<datestamp>1247829840000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p><i>This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed</i> </p><p>The dialog and descriptions were not always as good as you remember them.</p><p>The more important lesson to be learned from Infocom - and the best graphical adventures - is that they were willing to explore and exploit <b>any</b> environment and <b>any</b> popular fictional genre.</p><p>Detective story, police procedural. Lovecraftian horror. Traditional, hard core Sci-Fi...</p><p>
&nbsp;</p></htmltext>
<tokenext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry , they had graphics then and did much better giving a fully descriptive story as was needed The dialog and descriptions were not always as good as you remember them.The more important lesson to be learned from Infocom - and the best graphical adventures - is that they were willing to explore and exploit any environment and any popular fictional genre.Detective story , police procedural .
Lovecraftian horror .
Traditional , hard core Sci-Fi.. .  </tokentext>
<sentencetext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed The dialog and descriptions were not always as good as you remember them.The more important lesson to be learned from Infocom - and the best graphical adventures - is that they were willing to explore and exploit any environment and any popular fictional genre.Detective story, police procedural.
Lovecraftian horror.
Traditional, hard core Sci-Fi...
 </sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727751</id>
	<title>Re:how i remember text adventures</title>
	<author>Anonymous</author>
	<datestamp>1247833680000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I'm sure you learned a lot of the language like that. I always had high marks, thanks to MUD's.</p></htmltext>
<tokenext>I 'm sure you learned a lot of the language like that .
I always had high marks , thanks to MUD 's .</tokentext>
<sentencetext>I'm sure you learned a lot of the language like that.
I always had high marks, thanks to MUD's.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726941</id>
	<title>Re:Proof Graphics != Good Game</title>
	<author>Anonymous</author>
	<datestamp>1247821620000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>"Have you ever wanted to jump into a book and live inside that world? Here is your chance."<br> <br>
<a href="http://www.medievia.com/" title="medievia.com">medievia.com</a> [medievia.com] is still up and running, you might like that community.</htmltext>
<tokenext>" Have you ever wanted to jump into a book and live inside that world ?
Here is your chance .
" medievia.com [ medievia.com ] is still up and running , you might like that community .</tokentext>
<sentencetext>"Have you ever wanted to jump into a book and live inside that world?
Here is your chance.
" 
medievia.com [medievia.com] is still up and running, you might like that community.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728105</id>
	<title>L.O.R.D</title>
	<author>Anonymous</author>
	<datestamp>1247837340000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>LORD will never die!<br>
&nbsp; &nbsp; http://lord.lordlegacy.com/<br>Greatest of all BBS games!</p></htmltext>
<tokenext>LORD will never die !
    http : //lord.lordlegacy.com/Greatest of all BBS games !</tokentext>
<sentencetext>LORD will never die!
    http://lord.lordlegacy.com/Greatest of all BBS games!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728295</id>
	<title>point and click killed adventure games</title>
	<author>wjousts</author>
	<datestamp>1247838480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I do believe that point and click is what really killed adventure games. They simplified the game play down to a handful of verbs (get, look at, push, pull, use) which meant that if you got stuck all you had to do is try every verb on every object you could click on (including inventory) until something happened. As a result the games became way too easy. Some games don't even bother with a handful of verbs and instead you just click on stuff and something happens or not.</p><p>I mean, I loved the new Sam &amp; Max adventures from Telltale, but each episode is at most 3-4 hours long!</p><p>Of course, I don't know that struggling with an obtuse parser was necessarily better, because it's frustrating when you're not sure if what you just tried didn't work because it's wrong, or because you just phrased it incorrectly. Example:</p><p>Tie rope to whatsit</p><p>- You can't do that</p><p>Attach rope to whatsit</p><p>- I don't know how to "attach" something
</p><p>Use rope with whatsit</p><p>- You can't use the rope that way
</p><p>Tie whatsit to rope</p><p>-You tie the whatsit with the rope
</p><p>ARRRRGGGGG!!!!!</p></htmltext>
<tokenext>I do believe that point and click is what really killed adventure games .
They simplified the game play down to a handful of verbs ( get , look at , push , pull , use ) which meant that if you got stuck all you had to do is try every verb on every object you could click on ( including inventory ) until something happened .
As a result the games became way too easy .
Some games do n't even bother with a handful of verbs and instead you just click on stuff and something happens or not.I mean , I loved the new Sam &amp; Max adventures from Telltale , but each episode is at most 3-4 hours long ! Of course , I do n't know that struggling with an obtuse parser was necessarily better , because it 's frustrating when you 're not sure if what you just tried did n't work because it 's wrong , or because you just phrased it incorrectly .
Example : Tie rope to whatsit- You ca n't do thatAttach rope to whatsit- I do n't know how to " attach " something Use rope with whatsit- You ca n't use the rope that way Tie whatsit to rope-You tie the whatsit with the rope ARRRRGGGGG ! ! ! !
!</tokentext>
<sentencetext>I do believe that point and click is what really killed adventure games.
They simplified the game play down to a handful of verbs (get, look at, push, pull, use) which meant that if you got stuck all you had to do is try every verb on every object you could click on (including inventory) until something happened.
As a result the games became way too easy.
Some games don't even bother with a handful of verbs and instead you just click on stuff and something happens or not.I mean, I loved the new Sam &amp; Max adventures from Telltale, but each episode is at most 3-4 hours long!Of course, I don't know that struggling with an obtuse parser was necessarily better, because it's frustrating when you're not sure if what you just tried didn't work because it's wrong, or because you just phrased it incorrectly.
Example:Tie rope to whatsit- You can't do thatAttach rope to whatsit- I don't know how to "attach" something
Use rope with whatsit- You can't use the rope that way
Tie whatsit to rope-You tie the whatsit with the rope
ARRRRGGGGG!!!!
!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728621</id>
	<title>Too soon...</title>
	<author>FatalTourist</author>
	<datestamp>1247840340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Still getting over Floyd.<nobr> <wbr></nobr>:'(</htmltext>
<tokenext>Still getting over Floyd .
: ' (</tokentext>
<sentencetext>Still getting over Floyd.
:'(</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726277</id>
	<title>Documentary</title>
	<author>Pilferer</author>
	<datestamp>1247767500000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p>I am looking forward to this upcoming documentary:</p><p><a href="http://www.getlamp.com/" title="getlamp.com">http://www.getlamp.com/</a> [getlamp.com]</p><p>by the guy who did "BBS: The Documentary"</p></htmltext>
<tokenext>I am looking forward to this upcoming documentary : http : //www.getlamp.com/ [ getlamp.com ] by the guy who did " BBS : The Documentary "</tokentext>
<sentencetext>I am looking forward to this upcoming documentary:http://www.getlamp.com/ [getlamp.com]by the guy who did "BBS: The Documentary"</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28729383</id>
	<title>Re:how i remember text adventures</title>
	<author>shippo</author>
	<datestamp>1247843640000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>That looks like Espionage Island from Artic Computing. It was released initially for the ZX81, then ported to the larger memory ZX Spectrum with no changes - same limited text descriptions in upper case text, limited vocabulary, white text on a black background and so on. Their whole series of games were fairly limited plot-wise, and extremely linear - i.e.  just one puzzle to solve at a time for most of the game. So if you got stuck on one puzzle there was no point exploring the rest of the game.</p><p>The only advantage that Artic's games had is that they were quick, having been coded entirely in assembly language. Many other games of that era were written in BASIC, and therefore suffered from having slow parsers and logic engines, with some games taking almost a minute to respond to commands. One software publisher went half-way - they coded the vocabulary parser in assembly, but still had the logic in BASIC.</p></htmltext>
<tokenext>That looks like Espionage Island from Artic Computing .
It was released initially for the ZX81 , then ported to the larger memory ZX Spectrum with no changes - same limited text descriptions in upper case text , limited vocabulary , white text on a black background and so on .
Their whole series of games were fairly limited plot-wise , and extremely linear - i.e .
just one puzzle to solve at a time for most of the game .
So if you got stuck on one puzzle there was no point exploring the rest of the game.The only advantage that Artic 's games had is that they were quick , having been coded entirely in assembly language .
Many other games of that era were written in BASIC , and therefore suffered from having slow parsers and logic engines , with some games taking almost a minute to respond to commands .
One software publisher went half-way - they coded the vocabulary parser in assembly , but still had the logic in BASIC .</tokentext>
<sentencetext>That looks like Espionage Island from Artic Computing.
It was released initially for the ZX81, then ported to the larger memory ZX Spectrum with no changes - same limited text descriptions in upper case text, limited vocabulary, white text on a black background and so on.
Their whole series of games were fairly limited plot-wise, and extremely linear - i.e.
just one puzzle to solve at a time for most of the game.
So if you got stuck on one puzzle there was no point exploring the rest of the game.The only advantage that Artic's games had is that they were quick, having been coded entirely in assembly language.
Many other games of that era were written in BASIC, and therefore suffered from having slow parsers and logic engines, with some games taking almost a minute to respond to commands.
One software publisher went half-way - they coded the vocabulary parser in assembly, but still had the logic in BASIC.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727011</id>
	<title>And this describes most games today</title>
	<author>petes\_PoV</author>
	<datestamp>1247822880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>pretty much all the first person shooting games have this at their core.
<p>
The basics of gaming hasn't changed in over 30 years. Shortcuts, Mindless violence and the feeling of victory when you eventually "win" - which lasts all of 20 seconds until it gives way to the hollow feeling of "well, what now?"
</p><p>Yes, there are graphics - which, like any addiction is never enough, is a total money sink and means you're always searching for the next high-point. And sound and vibration feedback and networks. Although these are all just peipheral to the storyline, which sadly has not progressed past new and grosser versions of a gore-fest.
</p><p>
Back arounf 1981, my boss at the time described the "new" rounds of video games that were coming out as "just another version of 'stomp the spider'". That observation still holds true for the vast majority of titles today. Progress?</p></htmltext>
<tokenext>pretty much all the first person shooting games have this at their core .
The basics of gaming has n't changed in over 30 years .
Shortcuts , Mindless violence and the feeling of victory when you eventually " win " - which lasts all of 20 seconds until it gives way to the hollow feeling of " well , what now ?
" Yes , there are graphics - which , like any addiction is never enough , is a total money sink and means you 're always searching for the next high-point .
And sound and vibration feedback and networks .
Although these are all just peipheral to the storyline , which sadly has not progressed past new and grosser versions of a gore-fest .
Back arounf 1981 , my boss at the time described the " new " rounds of video games that were coming out as " just another version of 'stomp the spider ' " .
That observation still holds true for the vast majority of titles today .
Progress ?</tokentext>
<sentencetext>pretty much all the first person shooting games have this at their core.
The basics of gaming hasn't changed in over 30 years.
Shortcuts, Mindless violence and the feeling of victory when you eventually "win" - which lasts all of 20 seconds until it gives way to the hollow feeling of "well, what now?
"
Yes, there are graphics - which, like any addiction is never enough, is a total money sink and means you're always searching for the next high-point.
And sound and vibration feedback and networks.
Although these are all just peipheral to the storyline, which sadly has not progressed past new and grosser versions of a gore-fest.
Back arounf 1981, my boss at the time described the "new" rounds of video games that were coming out as "just another version of 'stomp the spider'".
That observation still holds true for the vast majority of titles today.
Progress?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726321</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728265</id>
	<title>Re:It is very dark.</title>
	<author>dkleinsc</author>
	<datestamp>1247838420000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>Which makes this almost obligatory:</p><p><a href="http://www.youtube.com/watch?v=4nigRT2KmCE" title="youtube.com">http://www.youtube.com/watch?v=4nigRT2KmCE</a> [youtube.com]</p><p>From everyone's favorite nerdcore rapper, MC Frontalot.</p></htmltext>
<tokenext>Which makes this almost obligatory : http : //www.youtube.com/watch ? v = 4nigRT2KmCE [ youtube.com ] From everyone 's favorite nerdcore rapper , MC Frontalot .</tokentext>
<sentencetext>Which makes this almost obligatory:http://www.youtube.com/watch?v=4nigRT2KmCE [youtube.com]From everyone's favorite nerdcore rapper, MC Frontalot.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726073</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728495</id>
	<title>Re:Here in the UK.</title>
	<author>ZipR</author>
	<datestamp>1247839740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Level 9 was great.  The Snowball series was one of the most vivid/memorable games I've played -- ever.  I'm still trying to run away from those Nightingales.
I used to order them direct from the UK for my Atari 8-bit, and they'd come in a DVD-type case, though they were on cassette.</htmltext>
<tokenext>Level 9 was great .
The Snowball series was one of the most vivid/memorable games I 've played -- ever .
I 'm still trying to run away from those Nightingales .
I used to order them direct from the UK for my Atari 8-bit , and they 'd come in a DVD-type case , though they were on cassette .</tokentext>
<sentencetext>Level 9 was great.
The Snowball series was one of the most vivid/memorable games I've played -- ever.
I'm still trying to run away from those Nightingales.
I used to order them direct from the UK for my Atari 8-bit, and they'd come in a DVD-type case, though they were on cassette.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727513</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28737859</id>
	<title>Re:Proof Graphics != Good Game</title>
	<author>sowth</author>
	<datestamp>1247846100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Inexpensive / easy to make video games are very bad for video game companies. This means any independent joker can create a game and publish it. Much like what is happening with the music "industry" since computers have made it cheap and easy to record and mix music, and the internet has made it easy to distribute, so any joker with a guitar can potentially become a hit.

</p><p>Video game companies are protected by producing one-off games whose material is thrown away and rebuilt constantly. The models and artwork are highly tuned with countless man hours--even though human characters still look like either plastic or clay. Yet the brainwashed masses say "this looks so much better than last year's games." As far as I am concerned, since games have gone 3D in a way everyone can afford it, the look hasn't really improved much, it is just different and higher resolution. The only reason to keep it up is for company profits and luser bragging rights. How many people can really tell the difference between 1024x768 and 3200x2400? Most of the people who say so are either lying or mortgaged their house for a 300 inch monitor and stick their face in it. What a joke.

</p><p>A much better model would be to create open standards for games which would allow anyone to create their own interactive objects, AI, scenarios, and the end user could select what they want in their game (murder mystery, zombie invasion, ghosts, surprise disasters, hello kitty...), what setting (Circus Maximus around 40 or 50 BC), and play the way they want. The best reference I could come up with which everyone would know is the Holodeck from Star Trek:TNG. Game companies could even make money by selling prefabbed objects and environments, they just wouldn't have total control of the market.

</p><p>But this doesn't make big money for the large companies. Games which players "finish" after a few hours or have to pay ongoing fees make them money. Games which take millions of work-hours to create keep others out of the market. This is optimal for the big players, and the current generation of gamers are primed to want what these companies produce.</p></htmltext>
<tokenext>Inexpensive / easy to make video games are very bad for video game companies .
This means any independent joker can create a game and publish it .
Much like what is happening with the music " industry " since computers have made it cheap and easy to record and mix music , and the internet has made it easy to distribute , so any joker with a guitar can potentially become a hit .
Video game companies are protected by producing one-off games whose material is thrown away and rebuilt constantly .
The models and artwork are highly tuned with countless man hours--even though human characters still look like either plastic or clay .
Yet the brainwashed masses say " this looks so much better than last year 's games .
" As far as I am concerned , since games have gone 3D in a way everyone can afford it , the look has n't really improved much , it is just different and higher resolution .
The only reason to keep it up is for company profits and luser bragging rights .
How many people can really tell the difference between 1024x768 and 3200x2400 ?
Most of the people who say so are either lying or mortgaged their house for a 300 inch monitor and stick their face in it .
What a joke .
A much better model would be to create open standards for games which would allow anyone to create their own interactive objects , AI , scenarios , and the end user could select what they want in their game ( murder mystery , zombie invasion , ghosts , surprise disasters , hello kitty... ) , what setting ( Circus Maximus around 40 or 50 BC ) , and play the way they want .
The best reference I could come up with which everyone would know is the Holodeck from Star Trek : TNG .
Game companies could even make money by selling prefabbed objects and environments , they just would n't have total control of the market .
But this does n't make big money for the large companies .
Games which players " finish " after a few hours or have to pay ongoing fees make them money .
Games which take millions of work-hours to create keep others out of the market .
This is optimal for the big players , and the current generation of gamers are primed to want what these companies produce .</tokentext>
<sentencetext>Inexpensive / easy to make video games are very bad for video game companies.
This means any independent joker can create a game and publish it.
Much like what is happening with the music "industry" since computers have made it cheap and easy to record and mix music, and the internet has made it easy to distribute, so any joker with a guitar can potentially become a hit.
Video game companies are protected by producing one-off games whose material is thrown away and rebuilt constantly.
The models and artwork are highly tuned with countless man hours--even though human characters still look like either plastic or clay.
Yet the brainwashed masses say "this looks so much better than last year's games.
" As far as I am concerned, since games have gone 3D in a way everyone can afford it, the look hasn't really improved much, it is just different and higher resolution.
The only reason to keep it up is for company profits and luser bragging rights.
How many people can really tell the difference between 1024x768 and 3200x2400?
Most of the people who say so are either lying or mortgaged their house for a 300 inch monitor and stick their face in it.
What a joke.
A much better model would be to create open standards for games which would allow anyone to create their own interactive objects, AI, scenarios, and the end user could select what they want in their game (murder mystery, zombie invasion, ghosts, surprise disasters, hello kitty...), what setting (Circus Maximus around 40 or 50 BC), and play the way they want.
The best reference I could come up with which everyone would know is the Holodeck from Star Trek:TNG.
Game companies could even make money by selling prefabbed objects and environments, they just wouldn't have total control of the market.
But this doesn't make big money for the large companies.
Games which players "finish" after a few hours or have to pay ongoing fees make them money.
Games which take millions of work-hours to create keep others out of the market.
This is optimal for the big players, and the current generation of gamers are primed to want what these companies produce.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28731909</id>
	<title>Re:how i remember text adventures</title>
	<author>Anonymous</author>
	<datestamp>1247854320000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I much prefer...<br>point<br>shoot<br>point<br>shoot<br>point<br>shoot<nobr> <wbr></nobr>...</p></htmltext>
<tokenext>I much prefer...pointshootpointshootpointshoot .. .</tokentext>
<sentencetext>I much prefer...pointshootpointshootpointshoot ...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728195</id>
	<title>Re:Here in the UK.</title>
	<author>wjousts</author>
	<datestamp>1247837940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I remember Level 9, they made some great games. I remember Knight Orc quite well. It came with a novella that filled in the background to the story.</htmltext>
<tokenext>I remember Level 9 , they made some great games .
I remember Knight Orc quite well .
It came with a novella that filled in the background to the story .</tokentext>
<sentencetext>I remember Level 9, they made some great games.
I remember Knight Orc quite well.
It came with a novella that filled in the background to the story.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727513</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727803</id>
	<title>Just telling my girlfriend about text adventures</title>
	<author>QuatermassX</author>
	<datestamp>1247834400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games. She looked at me like I had three heads and never heard of such a thing.

</p><p>I distinctly remember a trip to a business with computers (and data stored on punch cards) when I was 10-ish and seeing the opening lines from Zork

</p><p>A year or two later we bought a TRS-80 Colour Computer (with Extended Basic!) and I learnt to type by spending days and days and days with Pyramid 2000, Madness and the Minotaur, Raaka-Tu, Bedlam<nobr> <wbr></nobr>... and went on to enjoy those early "graphical" adventures like the Dallas Quest. I didn't actually play Zork until much, much later.

</p><p>It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.

</p><p>Here's a link to my favourite, Pyramid 2000: <a href="http://www.figmentfly.com/pyramid2000/pyramid.html" title="figmentfly.com">http://www.figmentfly.com/pyramid2000/pyramid.html</a> [figmentfly.com]</p></htmltext>
<tokenext>I 'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games .
She looked at me like I had three heads and never heard of such a thing .
I distinctly remember a trip to a business with computers ( and data stored on punch cards ) when I was 10-ish and seeing the opening lines from Zork A year or two later we bought a TRS-80 Colour Computer ( with Extended Basic !
) and I learnt to type by spending days and days and days with Pyramid 2000 , Madness and the Minotaur , Raaka-Tu , Bedlam ... and went on to enjoy those early " graphical " adventures like the Dallas Quest .
I did n't actually play Zork until much , much later .
It 's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst .
Here 's a link to my favourite , Pyramid 2000 : http : //www.figmentfly.com/pyramid2000/pyramid.html [ figmentfly.com ]</tokentext>
<sentencetext>I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games.
She looked at me like I had three heads and never heard of such a thing.
I distinctly remember a trip to a business with computers (and data stored on punch cards) when I was 10-ish and seeing the opening lines from Zork

A year or two later we bought a TRS-80 Colour Computer (with Extended Basic!
) and I learnt to type by spending days and days and days with Pyramid 2000, Madness and the Minotaur, Raaka-Tu, Bedlam ... and went on to enjoy those early "graphical" adventures like the Dallas Quest.
I didn't actually play Zork until much, much later.
It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.
Here's a link to my favourite, Pyramid 2000: http://www.figmentfly.com/pyramid2000/pyramid.html [figmentfly.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728093</id>
	<title>Pun alert</title>
	<author>gidds</author>
	<datestamp>1247837280000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><blockquote><div><p>"The <a href="http://en.wikipedia.org/wiki/ADVENT" title="wikipedia.org">advent</a> [wikipedia.org] of the home computer..."</p></div></blockquote><p>
Very good, very good...</p></div>
	</htmltext>
<tokenext>" The advent [ wikipedia.org ] of the home computer... " Very good , very good.. .</tokentext>
<sentencetext>"The advent [wikipedia.org] of the home computer..."
Very good, very good...
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28733689</id>
	<title>Re:Is the an English major in the house?</title>
	<author>kramerd</author>
	<datestamp>1247862300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I believe its commonly referred to as<nobr> <wbr></nobr>/. forums (see ask slashdot).</p></htmltext>
<tokenext>I believe its commonly referred to as / .
forums ( see ask slashdot ) .</tokentext>
<sentencetext>I believe its commonly referred to as /.
forums (see ask slashdot).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726335</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</id>
	<title>how i remember text adventures</title>
	<author>keeboo</author>
	<datestamp>1247766720000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext>I was a kid and I had a bare knowledge of English language as 2nd language, so it went like:<br>
<br>
&quot;You start off with your parachute snagged on a branch of a mangrove tree, leaving you helplessly dangling high above the jungle floor.&quot;<br>
&gt; north<br>
&gt; go north<br>
&gt; down<br>
&gt; go down<br>
&gt; climb tree<br>
&gt; look tree<br>
&gt; look at tree<br>
&gt; look parachute<br>
&gt; objects<br>
&gt; inventory<br>
&gt; help<br>
&gt; shit<br><nobr> <wbr></nobr>...<br>
&gt; untie parachute<br>
<br>
Yeah, sorry if I don't share the same enthusiasm for such games.</htmltext>
<tokenext>I was a kid and I had a bare knowledge of English language as 2nd language , so it went like : " You start off with your parachute snagged on a branch of a mangrove tree , leaving you helplessly dangling high above the jungle floor .
" &gt; north &gt; go north &gt; down &gt; go down &gt; climb tree &gt; look tree &gt; look at tree &gt; look parachute &gt; objects &gt; inventory &gt; help &gt; shit .. . &gt; untie parachute Yeah , sorry if I do n't share the same enthusiasm for such games .</tokentext>
<sentencetext>I was a kid and I had a bare knowledge of English language as 2nd language, so it went like:

"You start off with your parachute snagged on a branch of a mangrove tree, leaving you helplessly dangling high above the jungle floor.
"
&gt; north
&gt; go north
&gt; down
&gt; go down
&gt; climb tree
&gt; look tree
&gt; look at tree
&gt; look parachute
&gt; objects
&gt; inventory
&gt; help
&gt; shit ...
&gt; untie parachute

Yeah, sorry if I don't share the same enthusiasm for such games.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28773001</id>
	<title>Re:OT: Can someone ID this game?</title>
	<author>Anonymous</author>
	<datestamp>1248205140000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Some early Ultima game?</p></htmltext>
<tokenext>Some early Ultima game ?</tokentext>
<sentencetext>Some early Ultima game?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28730147</id>
	<title>Inform</title>
	<author>PegamooseG</author>
	<datestamp>1247846940000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>There is an excellent tool for writing IF that a friend brought to my attention a while back.  It's called <a href="http://www.inform-fiction.org/I7/Inform\%207.html" title="inform-fiction.org" rel="nofollow">Inform 7</a> [inform-fiction.org].
</p><p>I have tinkered with it a little bit, and it makes writing IF <i>much</i> easier.  It takes out most of the programming skills, and focuses on a pseudo-natrual English way of writing the game.</p></htmltext>
<tokenext>There is an excellent tool for writing IF that a friend brought to my attention a while back .
It 's called Inform 7 [ inform-fiction.org ] .
I have tinkered with it a little bit , and it makes writing IF much easier .
It takes out most of the programming skills , and focuses on a pseudo-natrual English way of writing the game .</tokentext>
<sentencetext>There is an excellent tool for writing IF that a friend brought to my attention a while back.
It's called Inform 7 [inform-fiction.org].
I have tinkered with it a little bit, and it makes writing IF much easier.
It takes out most of the programming skills, and focuses on a pseudo-natrual English way of writing the game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726523</id>
	<title>Play old textadventures online</title>
	<author>Anonymous</author>
	<datestamp>1247771220000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>If you want to try any of the old textadventures, there are several pages that allow you playing the games only with javascript e.g.</p><p>http://z-machine.appspot.com (which was written by me - I admit, this is a shameless plug) or http://parchment.toolness.com/ .</p></htmltext>
<tokenext>If you want to try any of the old textadventures , there are several pages that allow you playing the games only with javascript e.g.http : //z-machine.appspot.com ( which was written by me - I admit , this is a shameless plug ) or http : //parchment.toolness.com/ .</tokentext>
<sentencetext>If you want to try any of the old textadventures, there are several pages that allow you playing the games only with javascript e.g.http://z-machine.appspot.com (which was written by me - I admit, this is a shameless plug) or http://parchment.toolness.com/ .</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726323</id>
	<title>Re:how i remember text adventures</title>
	<author>Anonymous</author>
	<datestamp>1247768100000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>I shared your pain with some games, even though English is allegedly my first language.  I particularly remember one game where you had to use a vacuum cleaner to get rid of a ghost that was blocking a doorway... I was about 11 at the time, had never even heard of ghostbusters, and didn't realise that people in the US called vacuum cleaners "vacuums" which, according to my dictionary, was something with no air in it.  I eventually got past that particular hurdle by pausing the game (it was in basic), reading over the code (I was a nerd) in search of relevant keywords and guessing combinations involving everything I could pick up.</p><p>On reflection I suspect reverse engineering this game was more fun than the game itself...</p></htmltext>
<tokenext>I shared your pain with some games , even though English is allegedly my first language .
I particularly remember one game where you had to use a vacuum cleaner to get rid of a ghost that was blocking a doorway... I was about 11 at the time , had never even heard of ghostbusters , and did n't realise that people in the US called vacuum cleaners " vacuums " which , according to my dictionary , was something with no air in it .
I eventually got past that particular hurdle by pausing the game ( it was in basic ) , reading over the code ( I was a nerd ) in search of relevant keywords and guessing combinations involving everything I could pick up.On reflection I suspect reverse engineering this game was more fun than the game itself.. .</tokentext>
<sentencetext>I shared your pain with some games, even though English is allegedly my first language.
I particularly remember one game where you had to use a vacuum cleaner to get rid of a ghost that was blocking a doorway... I was about 11 at the time, had never even heard of ghostbusters, and didn't realise that people in the US called vacuum cleaners "vacuums" which, according to my dictionary, was something with no air in it.
I eventually got past that particular hurdle by pausing the game (it was in basic), reading over the code (I was a nerd) in search of relevant keywords and guessing combinations involving everything I could pick up.On reflection I suspect reverse engineering this game was more fun than the game itself...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28732359</id>
	<title>Frotz for iPhone!</title>
	<author>avatar139</author>
	<datestamp>1247856180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>When Advent was ported to the iTunes application store a while back I first discovered the magic of text adventures.

Eventually I graduated to Frotz and since then I have spent the majority of my time during business meetings playing it nonstop!

It's good fun and at the same time so insanely frustrating that it makes me want to kill my co-workers (even more than usual that is) which as we all know are the typical signs of any great iPhone application!

Check it out here:

<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=287653015&amp;mt=8" title="apple.com" rel="nofollow">http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=287653015&amp;mt=8</a> [apple.com]</htmltext>
<tokenext>When Advent was ported to the iTunes application store a while back I first discovered the magic of text adventures .
Eventually I graduated to Frotz and since then I have spent the majority of my time during business meetings playing it nonstop !
It 's good fun and at the same time so insanely frustrating that it makes me want to kill my co-workers ( even more than usual that is ) which as we all know are the typical signs of any great iPhone application !
Check it out here : http : //itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware ? id = 287653015&amp;mt = 8 [ apple.com ]</tokentext>
<sentencetext>When Advent was ported to the iTunes application store a while back I first discovered the magic of text adventures.
Eventually I graduated to Frotz and since then I have spent the majority of my time during business meetings playing it nonstop!
It's good fun and at the same time so insanely frustrating that it makes me want to kill my co-workers (even more than usual that is) which as we all know are the typical signs of any great iPhone application!
Check it out here:

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=287653015&amp;mt=8 [apple.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726459</id>
	<title>Re:IF is not dead!</title>
	<author>Anonymous</author>
	<datestamp>1247769960000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Really?  Informative?  Whoever modded this needs to be metamoderated into oblivion.</p></htmltext>
<tokenext>Really ?
Informative ? Whoever modded this needs to be metamoderated into oblivion .</tokentext>
<sentencetext>Really?
Informative?  Whoever modded this needs to be metamoderated into oblivion.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726083</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28730459</id>
	<title>Re:how i remember text adventures</title>
	<author>Anonymous</author>
	<datestamp>1247848080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I'm not the OP but I'm replying just for fun. In Sweden it's called "dammsugare", the literal translation would be "dust sucker".</p></htmltext>
<tokenext>I 'm not the OP but I 'm replying just for fun .
In Sweden it 's called " dammsugare " , the literal translation would be " dust sucker " .</tokentext>
<sentencetext>I'm not the OP but I'm replying just for fun.
In Sweden it's called "dammsugare", the literal translation would be "dust sucker".</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728845</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28747763</id>
	<title>Re:Not a single mention of MUDs???</title>
	<author>Dazzadowling</author>
	<datestamp>1248019200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Indeed.

I can remember whiling away many an hour on MUDs at university... the interaction and vast range of options seemed to really put them apart from the very limited PC games of the day.

The great success of things like World of Warcraft today are very firmly based on MUDs, all that WOW has really is some very pretty graphics overlaid on the "interaction stuff in the background".

If anything, I would say with some MUDs that there was much more interaction and depth than with modern MMORPGs.</htmltext>
<tokenext>Indeed .
I can remember whiling away many an hour on MUDs at university... the interaction and vast range of options seemed to really put them apart from the very limited PC games of the day .
The great success of things like World of Warcraft today are very firmly based on MUDs , all that WOW has really is some very pretty graphics overlaid on the " interaction stuff in the background " .
If anything , I would say with some MUDs that there was much more interaction and depth than with modern MMORPGs .</tokentext>
<sentencetext>Indeed.
I can remember whiling away many an hour on MUDs at university... the interaction and vast range of options seemed to really put them apart from the very limited PC games of the day.
The great success of things like World of Warcraft today are very firmly based on MUDs, all that WOW has really is some very pretty graphics overlaid on the "interaction stuff in the background".
If anything, I would say with some MUDs that there was much more interaction and depth than with modern MMORPGs.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727483</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726161</id>
	<title>Best of Memories</title>
	<author>Anonymous</author>
	<datestamp>1247765880000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>I must be getting old. I remember "flashbulb" memories and genuine excitement about Adventure whenever a huge block of text would scroll into the screen, indicating a new area or a puzzle solved. We used a rotary dial phone into a 300 baud acoustic coupled modem on a dumb terminal in 1977. Ah, fond memories of my first exposure to computers.</p><p>Long Live Plugh!!!</p></htmltext>
<tokenext>I must be getting old .
I remember " flashbulb " memories and genuine excitement about Adventure whenever a huge block of text would scroll into the screen , indicating a new area or a puzzle solved .
We used a rotary dial phone into a 300 baud acoustic coupled modem on a dumb terminal in 1977 .
Ah , fond memories of my first exposure to computers.Long Live Plugh ! !
!</tokentext>
<sentencetext>I must be getting old.
I remember "flashbulb" memories and genuine excitement about Adventure whenever a huge block of text would scroll into the screen, indicating a new area or a puzzle solved.
We used a rotary dial phone into a 300 baud acoustic coupled modem on a dumb terminal in 1977.
Ah, fond memories of my first exposure to computers.Long Live Plugh!!
!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726623</id>
	<title>Re:Let's see... from memory....</title>
	<author>Psychotria</author>
	<datestamp>1247772780000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext><p><div class="quote"><p>south. east. open window. in. west. get lamp and sword. east. up. light lamp. get all. douse lamp. down. west. move rug. open trapdoor. down. light lamp. north. attack troll with sword. again. again. again. again. get axe</p></div><p>Damn you! I've been trying to do this for 20 years and now you've shown me how. You could at least have mentioned "Spoiler Alert".</p></div>
	</htmltext>
<tokenext>south .
east. open window .
in. west .
get lamp and sword .
east. up .
light lamp .
get all .
douse lamp .
down. west .
move rug .
open trapdoor .
down. light lamp .
north. attack troll with sword .
again. again .
again. again .
get axeDamn you !
I 've been trying to do this for 20 years and now you 've shown me how .
You could at least have mentioned " Spoiler Alert " .</tokentext>
<sentencetext>south.
east. open window.
in. west.
get lamp and sword.
east. up.
light lamp.
get all.
douse lamp.
down. west.
move rug.
open trapdoor.
down. light lamp.
north. attack troll with sword.
again. again.
again. again.
get axeDamn you!
I've been trying to do this for 20 years and now you've shown me how.
You could at least have mentioned "Spoiler Alert".
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726321</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726777</id>
	<title>Re:Is the an English major in the house?</title>
	<author>Opportunist</author>
	<datestamp>1247862120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>What is it called when an interview consists of one small question, followed by many paragraphs of detailed answer, followed by an unrelated question?</i></p><p>Scripted.</p></htmltext>
<tokenext>What is it called when an interview consists of one small question , followed by many paragraphs of detailed answer , followed by an unrelated question ? Scripted .</tokentext>
<sentencetext>What is it called when an interview consists of one small question, followed by many paragraphs of detailed answer, followed by an unrelated question?Scripted.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726335</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726321</id>
	<title>Let's see... from memory....</title>
	<author>mark-t</author>
	<datestamp>1247768040000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>south. east. open window. in. west. get lamp and sword. east. up. light lamp. get all. douse lamp. down. west. move rug. open trapdoor. down. light lamp. north. attack troll with sword. again. again. again. again. get axe.</htmltext>
<tokenext>south .
east. open window .
in. west .
get lamp and sword .
east. up .
light lamp .
get all .
douse lamp .
down. west .
move rug .
open trapdoor .
down. light lamp .
north. attack troll with sword .
again. again .
again. again .
get axe .</tokentext>
<sentencetext>south.
east. open window.
in. west.
get lamp and sword.
east. up.
light lamp.
get all.
douse lamp.
down. west.
move rug.
open trapdoor.
down. light lamp.
north. attack troll with sword.
again. again.
again. again.
get axe.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726335</id>
	<title>Is the an English major in the house?</title>
	<author>adolf</author>
	<datestamp>1247768220000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>If there's an English major in the house:  What is it called when an interview consists of one small question, followed by many paragraphs of detailed answer, followed by an unrelated question?</p><p>In other words:  Is there any sort of descriptive term for "interview by email" which I can learn, so that I can more aptly describe these non-conversations in the future?</p><p>They have about as much interaction as an interview might if it were conducted by parcel post.  While the monologues contained therein may (or may not be) interesting, the whole thing lacks so much spontaneity and fluidity that I might as well be reading a book.</p></htmltext>
<tokenext>If there 's an English major in the house : What is it called when an interview consists of one small question , followed by many paragraphs of detailed answer , followed by an unrelated question ? In other words : Is there any sort of descriptive term for " interview by email " which I can learn , so that I can more aptly describe these non-conversations in the future ? They have about as much interaction as an interview might if it were conducted by parcel post .
While the monologues contained therein may ( or may not be ) interesting , the whole thing lacks so much spontaneity and fluidity that I might as well be reading a book .</tokentext>
<sentencetext>If there's an English major in the house:  What is it called when an interview consists of one small question, followed by many paragraphs of detailed answer, followed by an unrelated question?In other words:  Is there any sort of descriptive term for "interview by email" which I can learn, so that I can more aptly describe these non-conversations in the future?They have about as much interaction as an interview might if it were conducted by parcel post.
While the monologues contained therein may (or may not be) interesting, the whole thing lacks so much spontaneity and fluidity that I might as well be reading a book.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726073</id>
	<title>It is very dark.</title>
	<author>Anonymous</author>
	<datestamp>1247764860000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p>You are likely to be eaten by a grue.</p></htmltext>
<tokenext>You are likely to be eaten by a grue .</tokentext>
<sentencetext>You are likely to be eaten by a grue.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728123</id>
	<title>OT: Can someone ID this game?</title>
	<author>Anonymous</author>
	<datestamp>1247837460000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Circa 1991, a friend of mine would sit at the same computer and take turns controlling the UI for a game that must have been the one of first to add a UI to the text adventure format as it was such a simple wrapper for an obvious text adventure engine.  It's DnD-ish in storyline allowing you to roll up characters with a handful of classes.  The UI memorably showed a representation of your direction options like a mouse maze.  I can't recall much about details, but you start out with your party in a slave pen and slowly fight your way out where you find a kingdom with continents and cities.  As I recall, there was an element of free will rather than scripted adventure as you could wander the map as you saw fit.  To me, the game is still a benchmark by which I measure what a leap modern MMOs like WoW made.</htmltext>
<tokenext>Circa 1991 , a friend of mine would sit at the same computer and take turns controlling the UI for a game that must have been the one of first to add a UI to the text adventure format as it was such a simple wrapper for an obvious text adventure engine .
It 's DnD-ish in storyline allowing you to roll up characters with a handful of classes .
The UI memorably showed a representation of your direction options like a mouse maze .
I ca n't recall much about details , but you start out with your party in a slave pen and slowly fight your way out where you find a kingdom with continents and cities .
As I recall , there was an element of free will rather than scripted adventure as you could wander the map as you saw fit .
To me , the game is still a benchmark by which I measure what a leap modern MMOs like WoW made .</tokentext>
<sentencetext>Circa 1991, a friend of mine would sit at the same computer and take turns controlling the UI for a game that must have been the one of first to add a UI to the text adventure format as it was such a simple wrapper for an obvious text adventure engine.
It's DnD-ish in storyline allowing you to roll up characters with a handful of classes.
The UI memorably showed a representation of your direction options like a mouse maze.
I can't recall much about details, but you start out with your party in a slave pen and slowly fight your way out where you find a kingdom with continents and cities.
As I recall, there was an element of free will rather than scripted adventure as you could wander the map as you saw fit.
To me, the game is still a benchmark by which I measure what a leap modern MMOs like WoW made.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28729509</id>
	<title>Re:how about a nice . . .</title>
	<author>Anonymous</author>
	<datestamp>1247844180000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Chat with Lisa</p><p>Hello<br>What is your name?</p></htmltext>
<tokenext>Chat with LisaHelloWhat is your name ?</tokentext>
<sentencetext>Chat with LisaHelloWhat is your name?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727513</id>
	<title>Here in the UK.</title>
	<author>shippo</author>
	<datestamp>1247830080000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext><p>Here in the UK there were a good number of such games published during the 8-bit micro boom of the early 1980s.</p><p>The first game to really start things going was Melbourne House's The Hobbit which, on some platforms, included crude graphics for some of the locations. The parser for this game was quite complex, allowing the player to pass instructions on to other characters. The other characters in the game also had some form of artificial intelligence, granting them the ability to wader around at random and move things around. Consequentially no two games were ever the same.</p><p>Another significant developer was Level 9 who created huge games using text compression. These were sold for a huge range of platforms.</p><p>Another major development was when Gilsoft developed The Quill, a an adventure game construction kit. This allowed virtually anyone to create a game based around a standard runtime environment. Many games were then released to the market, some so cleverly constructed that major software publishers could pass them on at full price. Later add-ons were created that allowed in-game graphics, basic sound effects and other features. Text compression was eventually added, too.</p></htmltext>
<tokenext>Here in the UK there were a good number of such games published during the 8-bit micro boom of the early 1980s.The first game to really start things going was Melbourne House 's The Hobbit which , on some platforms , included crude graphics for some of the locations .
The parser for this game was quite complex , allowing the player to pass instructions on to other characters .
The other characters in the game also had some form of artificial intelligence , granting them the ability to wader around at random and move things around .
Consequentially no two games were ever the same.Another significant developer was Level 9 who created huge games using text compression .
These were sold for a huge range of platforms.Another major development was when Gilsoft developed The Quill , a an adventure game construction kit .
This allowed virtually anyone to create a game based around a standard runtime environment .
Many games were then released to the market , some so cleverly constructed that major software publishers could pass them on at full price .
Later add-ons were created that allowed in-game graphics , basic sound effects and other features .
Text compression was eventually added , too .</tokentext>
<sentencetext>Here in the UK there were a good number of such games published during the 8-bit micro boom of the early 1980s.The first game to really start things going was Melbourne House's The Hobbit which, on some platforms, included crude graphics for some of the locations.
The parser for this game was quite complex, allowing the player to pass instructions on to other characters.
The other characters in the game also had some form of artificial intelligence, granting them the ability to wader around at random and move things around.
Consequentially no two games were ever the same.Another significant developer was Level 9 who created huge games using text compression.
These were sold for a huge range of platforms.Another major development was when Gilsoft developed The Quill, a an adventure game construction kit.
This allowed virtually anyone to create a game based around a standard runtime environment.
Many games were then released to the market, some so cleverly constructed that major software publishers could pass them on at full price.
Later add-ons were created that allowed in-game graphics, basic sound effects and other features.
Text compression was eventually added, too.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726795</id>
	<title>Re:It is pitch black.</title>
	<author>Opportunist</author>
	<datestamp>1247862300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>IIRC you can actually do that in Kingdom of Loathing.</p></htmltext>
<tokenext>IIRC you can actually do that in Kingdom of Loathing .</tokentext>
<sentencetext>IIRC you can actually do that in Kingdom of Loathing.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726209</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728833</id>
	<title>Re:Let's see... from memory....</title>
	<author>josh61980</author>
	<datestamp>1247841360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I've been playing that on my iPhone recently.  Now I know how to scare of the grue that ate me, thank.</htmltext>
<tokenext>I 've been playing that on my iPhone recently .
Now I know how to scare of the grue that ate me , thank .</tokentext>
<sentencetext>I've been playing that on my iPhone recently.
Now I know how to scare of the grue that ate me, thank.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726321</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28745397</id>
	<title>"very dark"?  Sacrilege?</title>
	<author>Anonymous</author>
	<datestamp>1247936520000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>If you are likely to be eaten by a grue then it is pitch black, not "very dark".</p></htmltext>
<tokenext>If you are likely to be eaten by a grue then it is pitch black , not " very dark " .</tokentext>
<sentencetext>If you are likely to be eaten by a grue then it is pitch black, not "very dark".</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726073</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728211</id>
	<title>Re:how i remember text adventures</title>
	<author>hey!</author>
	<datestamp>1247838000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Well, you'd have to compare these games to the most primitive sort of graphical games to be perfectly fair.</p><p>It may well be that the end of commercial text game development meant that better formulas and design principles appropriate to the medium were never developed.   There's no way the limits of language as a game medium have ever been approached by software.  What are tabletop RPGs such as Dungeons and Dragons but language based adventure games with a few visual aids?</p><p>I think the problem with text games was that you'd run into a dead end where the designer wanted you to do some particular thing, and if you didn't do it, there was <em>nothing else</em> you could do.  Adventure games need to give the player alternatives when he is frustrated.   My kids play the Legend of Zelda games, and to my eye they have a lot in common with those early text games.  The big difference is that when you get tired of figuring out the puzzle you are working on, you can set it aside and do something else.</p><p>If people continued to pour development money into text games, they'd probably be a lot more open ended and flexible than they were twenty five years ago.</p></htmltext>
<tokenext>Well , you 'd have to compare these games to the most primitive sort of graphical games to be perfectly fair.It may well be that the end of commercial text game development meant that better formulas and design principles appropriate to the medium were never developed .
There 's no way the limits of language as a game medium have ever been approached by software .
What are tabletop RPGs such as Dungeons and Dragons but language based adventure games with a few visual aids ? I think the problem with text games was that you 'd run into a dead end where the designer wanted you to do some particular thing , and if you did n't do it , there was nothing else you could do .
Adventure games need to give the player alternatives when he is frustrated .
My kids play the Legend of Zelda games , and to my eye they have a lot in common with those early text games .
The big difference is that when you get tired of figuring out the puzzle you are working on , you can set it aside and do something else.If people continued to pour development money into text games , they 'd probably be a lot more open ended and flexible than they were twenty five years ago .</tokentext>
<sentencetext>Well, you'd have to compare these games to the most primitive sort of graphical games to be perfectly fair.It may well be that the end of commercial text game development meant that better formulas and design principles appropriate to the medium were never developed.
There's no way the limits of language as a game medium have ever been approached by software.
What are tabletop RPGs such as Dungeons and Dragons but language based adventure games with a few visual aids?I think the problem with text games was that you'd run into a dead end where the designer wanted you to do some particular thing, and if you didn't do it, there was nothing else you could do.
Adventure games need to give the player alternatives when he is frustrated.
My kids play the Legend of Zelda games, and to my eye they have a lot in common with those early text games.
The big difference is that when you get tired of figuring out the puzzle you are working on, you can set it aside and do something else.If people continued to pour development money into text games, they'd probably be a lot more open ended and flexible than they were twenty five years ago.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726217</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28902583</id>
	<title>Re:Not a single mention of MUDs???</title>
	<author>HFKap</author>
	<datestamp>1249036560000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The term "Interactive Fiction" has come to have a very specific definition, as is explained at the very beginning of the article.  It does not embrace MUDs, MOOs, etc.  It's just a matter of definition, not a comment on the worthiness of MUDs and MOOs.  In fact, I think an article on *their* history would be very, very interesting, and I think some fans of that kind of experience should write one.</htmltext>
<tokenext>The term " Interactive Fiction " has come to have a very specific definition , as is explained at the very beginning of the article .
It does not embrace MUDs , MOOs , etc .
It 's just a matter of definition , not a comment on the worthiness of MUDs and MOOs .
In fact , I think an article on * their * history would be very , very interesting , and I think some fans of that kind of experience should write one .</tokentext>
<sentencetext>The term "Interactive Fiction" has come to have a very specific definition, as is explained at the very beginning of the article.
It does not embrace MUDs, MOOs, etc.
It's just a matter of definition, not a comment on the worthiness of MUDs and MOOs.
In fact, I think an article on *their* history would be very, very interesting, and I think some fans of that kind of experience should write one.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727483</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726751</id>
	<title>Re:IF is not dead!</title>
	<author>Opportunist</author>
	<datestamp>1247861700000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>How is that fiction interactive? I can't go and punch some corrupt politician into the mid of next week (and if I do, all I accomplish is that I need a new TV).</p></htmltext>
<tokenext>How is that fiction interactive ?
I ca n't go and punch some corrupt politician into the mid of next week ( and if I do , all I accomplish is that I need a new TV ) .</tokentext>
<sentencetext>How is that fiction interactive?
I can't go and punch some corrupt politician into the mid of next week (and if I do, all I accomplish is that I need a new TV).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726083</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28732301</id>
	<title>Re: point and click killed adventure games</title>
	<author>Fritz T. Coyote</author>
	<datestamp>1247855940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The downside of text games is when the puzzles devolve into Guess The Verb.

I remember using a hex-reader to scan the code to find the ascii text literals in games when I got tired of trying to guess what obscure verb the programmer had come up with.</htmltext>
<tokenext>The downside of text games is when the puzzles devolve into Guess The Verb .
I remember using a hex-reader to scan the code to find the ascii text literals in games when I got tired of trying to guess what obscure verb the programmer had come up with .</tokentext>
<sentencetext>The downside of text games is when the puzzles devolve into Guess The Verb.
I remember using a hex-reader to scan the code to find the ascii text literals in games when I got tired of trying to guess what obscure verb the programmer had come up with.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728295</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28731937</id>
	<title>Re:Just telling my girlfriend about text adventure</title>
	<author>Hobophile</author>
	<datestamp>1247854380000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.</p></div><p>You should look into some of the newer, highly rated works at <a href="http://ifdb.tads.org/" title="tads.org">IFDB</a> [tads.org].  There is a small but active community still developing these games, and each year sees one or two new gems that rival or surpass the most popular efforts of the Infocom era.  The best days of the format may well be ahead of us.</p></div>
	</htmltext>
<tokenext>It 's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.You should look into some of the newer , highly rated works at IFDB [ tads.org ] .
There is a small but active community still developing these games , and each year sees one or two new gems that rival or surpass the most popular efforts of the Infocom era .
The best days of the format may well be ahead of us .</tokentext>
<sentencetext>It's a shame these sort of interactive fictions passed away after the advent of the CD-ROM and Myst.You should look into some of the newer, highly rated works at IFDB [tads.org].
There is a small but active community still developing these games, and each year sees one or two new gems that rival or surpass the most popular efforts of the Infocom era.
The best days of the format may well be ahead of us.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28735275</id>
	<title>New age of text adventures</title>
	<author>Taulin</author>
	<datestamp>1247826540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>As one who has spent many MANY hours, mostly wasted, playing text adventures (also mostly on the TRS80), I have to say I am happy of the evolution text adventures have taken.  Sierra did their thing, but there are now really huge browser based games now like UrbanLegions.net and KoL.  I just wonder if any chronological documentaries will mention these or not.</htmltext>
<tokenext>As one who has spent many MANY hours , mostly wasted , playing text adventures ( also mostly on the TRS80 ) , I have to say I am happy of the evolution text adventures have taken .
Sierra did their thing , but there are now really huge browser based games now like UrbanLegions.net and KoL .
I just wonder if any chronological documentaries will mention these or not .</tokentext>
<sentencetext>As one who has spent many MANY hours, mostly wasted, playing text adventures (also mostly on the TRS80), I have to say I am happy of the evolution text adventures have taken.
Sierra did their thing, but there are now really huge browser based games now like UrbanLegions.net and KoL.
I just wonder if any chronological documentaries will mention these or not.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28729149</id>
	<title>Re:Just telling my girlfriend about text adventure</title>
	<author>grub</author>
	<datestamp>1247842620000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><br> <i>I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games. She looked at me like I had three heads and never heard of such a thing.</i> <br> <br>I guess you have to fill the time when waiting for the Viagra to kick in.<nobr> <wbr></nobr>:)<br> <br>.</htmltext>
<tokenext>I 'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games .
She looked at me like I had three heads and never heard of such a thing .
I guess you have to fill the time when waiting for the Viagra to kick in .
: ) .</tokentext>
<sentencetext> I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games.
She looked at me like I had three heads and never heard of such a thing.
I guess you have to fill the time when waiting for the Viagra to kick in.
:) .</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28732231</id>
	<title>Re:Proof Graphics != Good Game</title>
	<author>Anonymous</author>
	<datestamp>1247855640000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>The world in your imagination is infinitely better than a graphical representation.  If the story is properly written, a beautiful landscape will spill into your head and you won't need to examine pixels, etc...</p><p>These are the games for the blind.  The blind have known that because they have no sight that the other senses compensate, usually by becoming sharper.</p><p>I say that IF is good for the advancement of critical thought as it will force us to be more like the blind in how we consume every bit of information.</p></htmltext>
<tokenext>The world in your imagination is infinitely better than a graphical representation .
If the story is properly written , a beautiful landscape will spill into your head and you wo n't need to examine pixels , etc...These are the games for the blind .
The blind have known that because they have no sight that the other senses compensate , usually by becoming sharper.I say that IF is good for the advancement of critical thought as it will force us to be more like the blind in how we consume every bit of information .</tokentext>
<sentencetext>The world in your imagination is infinitely better than a graphical representation.
If the story is properly written, a beautiful landscape will spill into your head and you won't need to examine pixels, etc...These are the games for the blind.
The blind have known that because they have no sight that the other senses compensate, usually by becoming sharper.I say that IF is good for the advancement of critical thought as it will force us to be more like the blind in how we consume every bit of information.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</id>
	<title>Proof Graphics != Good Game</title>
	<author>Anonymous</author>
	<datestamp>1247766120000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed. I really want to see some level of text based gaming come back. Hell it might be a great way to market a Wii Keyboard.</htmltext>
<tokenext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry , they had graphics then and did much better giving a fully descriptive story as was needed .
I really want to see some level of text based gaming come back .
Hell it might be a great way to market a Wii Keyboard .</tokentext>
<sentencetext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed.
I really want to see some level of text based gaming come back.
Hell it might be a great way to market a Wii Keyboard.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28731193</id>
	<title>Talengard</title>
	<author>Anonymous</author>
	<datestamp>1247851080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I could never slay the dragon though. I had hacked the game and given myself armor and a sword and shield with ungodly high hit points, but alas,</p><p>"You find a dragon, dragon breathes fire, you are dead. "</p><p>Or something along those lines, damn dragons.</p></htmltext>
<tokenext>I could never slay the dragon though .
I had hacked the game and given myself armor and a sword and shield with ungodly high hit points , but alas , " You find a dragon , dragon breathes fire , you are dead .
" Or something along those lines , damn dragons .</tokentext>
<sentencetext>I could never slay the dragon though.
I had hacked the game and given myself armor and a sword and shield with ungodly high hit points, but alas,"You find a dragon, dragon breathes fire, you are dead.
"Or something along those lines, damn dragons.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728279</id>
	<title>Zyll</title>
	<author>AdmiralAl</author>
	<datestamp>1247838420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Zyll was my first foray into text adventure games. I remember spending hours at my dad's IBM Sr. Partner staring at the black and green screen trying to figure out where the three items were. I still keep a copy of DOSBox around just in case I want to fire up Zyll again. Such a great game.</htmltext>
<tokenext>Zyll was my first foray into text adventure games .
I remember spending hours at my dad 's IBM Sr. Partner staring at the black and green screen trying to figure out where the three items were .
I still keep a copy of DOSBox around just in case I want to fire up Zyll again .
Such a great game .</tokentext>
<sentencetext>Zyll was my first foray into text adventure games.
I remember spending hours at my dad's IBM Sr. Partner staring at the black and green screen trying to figure out where the three items were.
I still keep a copy of DOSBox around just in case I want to fire up Zyll again.
Such a great game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728845</id>
	<title>Re:how i remember text adventures</title>
	<author>Nimey</author>
	<datestamp>1247841360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>What's the literal translation for your country's term for "vacuum cleaner"?  Just curious.</p></htmltext>
<tokenext>What 's the literal translation for your country 's term for " vacuum cleaner " ?
Just curious .</tokentext>
<sentencetext>What's the literal translation for your country's term for "vacuum cleaner"?
Just curious.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726323</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28734245</id>
	<title>Re:Is the an English major in the house?</title>
	<author>slapout</author>
	<datestamp>1247821680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Non-interactive non-fiction?</p></htmltext>
<tokenext>Non-interactive non-fiction ?</tokentext>
<sentencetext>Non-interactive non-fiction?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726335</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726135</id>
	<title>traumatized to this day</title>
	<author>notnAP</author>
	<datestamp>1247765580000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>"Oh look! A rainbow!"<br>"You are at the fountain."</p></htmltext>
<tokenext>" Oh look !
A rainbow !
" " You are at the fountain .
"</tokentext>
<sentencetext>"Oh look!
A rainbow!
""You are at the fountain.
"</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726293</id>
	<title>Hitchhiker's Guide to the Galaxy</title>
	<author>beatbox32</author>
	<datestamp>1247767680000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext>That's the one I remember playing a lot on my C64..

"You wake up. The room is spinning very gently round your head. Or at least it would be if you could see it which you can't."

For those interested, you can play it online here: <a href="http://www.heavygames.com/hitchhikersguidetothegalaxy/gameframe.asp" title="heavygames.com" rel="nofollow">http://www.heavygames.com/hitchhikersguidetothegalaxy/gameframe.asp</a> [heavygames.com]</htmltext>
<tokenext>That 's the one I remember playing a lot on my C64. . " You wake up .
The room is spinning very gently round your head .
Or at least it would be if you could see it which you ca n't .
" For those interested , you can play it online here : http : //www.heavygames.com/hitchhikersguidetothegalaxy/gameframe.asp [ heavygames.com ]</tokentext>
<sentencetext>That's the one I remember playing a lot on my C64..

"You wake up.
The room is spinning very gently round your head.
Or at least it would be if you could see it which you can't.
"

For those interested, you can play it online here: http://www.heavygames.com/hitchhikersguidetothegalaxy/gameframe.asp [heavygames.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727313</id>
	<title>Play IF games in your browser with Parchment</title>
	<author>Robmonster</author>
	<datestamp>1247827680000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>I'd urge everyone to give Parchment a try<nobr> <wbr></nobr>:-http://code.google.com/p/parchment/</p><p>Parchment is a project dedicated to running IF games in your browser, and it does so wonderfully. You can even SAVE your progress, and it gives you a bookmarkable URL you can use to resume your game at a later date.  That page tells you how to get any Zcode game playable on Parchment, and the page below has links to loads of IF games that have already been made available.</p><p>I'd recommend giving Curses a go, although maybe not if you are completely new to IF.</p><p><a href="http://parchment.toolness.com/" title="toolness.com">http://parchment.toolness.com/</a> [toolness.com]</p></htmltext>
<tokenext>I 'd urge everyone to give Parchment a try : -http : //code.google.com/p/parchment/Parchment is a project dedicated to running IF games in your browser , and it does so wonderfully .
You can even SAVE your progress , and it gives you a bookmarkable URL you can use to resume your game at a later date .
That page tells you how to get any Zcode game playable on Parchment , and the page below has links to loads of IF games that have already been made available.I 'd recommend giving Curses a go , although maybe not if you are completely new to IF.http : //parchment.toolness.com/ [ toolness.com ]</tokentext>
<sentencetext>I'd urge everyone to give Parchment a try :-http://code.google.com/p/parchment/Parchment is a project dedicated to running IF games in your browser, and it does so wonderfully.
You can even SAVE your progress, and it gives you a bookmarkable URL you can use to resume your game at a later date.
That page tells you how to get any Zcode game playable on Parchment, and the page below has links to loads of IF games that have already been made available.I'd recommend giving Curses a go, although maybe not if you are completely new to IF.http://parchment.toolness.com/ [toolness.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28729443</id>
	<title>Re:IF is not dead!</title>
	<author>BlueKitties</author>
	<datestamp>1247843880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Foxnew's fair and balanced coverage may seem like fiction my friends, but I can assure you it's 100\% facts. In fact, today only, our pals are offering free implants to boost cognitive function. Join us, friends, and help stop the secular liberal progressive homosexual socialist object oriented movement!</htmltext>
<tokenext>Foxnew 's fair and balanced coverage may seem like fiction my friends , but I can assure you it 's 100 \ % facts .
In fact , today only , our pals are offering free implants to boost cognitive function .
Join us , friends , and help stop the secular liberal progressive homosexual socialist object oriented movement !</tokentext>
<sentencetext>Foxnew's fair and balanced coverage may seem like fiction my friends, but I can assure you it's 100\% facts.
In fact, today only, our pals are offering free implants to boost cognitive function.
Join us, friends, and help stop the secular liberal progressive homosexual socialist object oriented movement!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726083</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727977</id>
	<title>Re:IF is not dead!</title>
	<author>Sandbags</author>
	<datestamp>1247836200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Thank you for brightening my day!  That is one of the funniest true statements I've heard in weeks!</p></htmltext>
<tokenext>Thank you for brightening my day !
That is one of the funniest true statements I 've heard in weeks !</tokentext>
<sentencetext>Thank you for brightening my day!
That is one of the funniest true statements I've heard in weeks!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726083</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28728185</id>
	<title>The stuff in the box was cool too</title>
	<author>Anonymous</author>
	<datestamp>1247837880000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I always liked how infocom would stuff your game box with all kinds of fun things(besides the game),  planet fall had postcards from all the major areas and a bunch of other stuff in there...</p></htmltext>
<tokenext>I always liked how infocom would stuff your game box with all kinds of fun things ( besides the game ) , planet fall had postcards from all the major areas and a bunch of other stuff in there.. .</tokentext>
<sentencetext>I always liked how infocom would stuff your game box with all kinds of fun things(besides the game),  planet fall had postcards from all the major areas and a bunch of other stuff in there...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28735539</id>
	<title>Re:Not a single mention of MUDs???</title>
	<author>Solus\_Emsu</author>
	<datestamp>1247828400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I too found this odd, was going to point out the same thing. To this day I still login to the occasional MUD while at work..</htmltext>
<tokenext>I too found this odd , was going to point out the same thing .
To this day I still login to the occasional MUD while at work. .</tokentext>
<sentencetext>I too found this odd, was going to point out the same thing.
To this day I still login to the occasional MUD while at work..</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727483</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726209</id>
	<title>It is pitch black.</title>
	<author>naz404</author>
	<datestamp>1247766600000</datestamp>
	<modclass>Redundant</modclass>
	<modscore>0</modscore>
	<htmltext>You have been eaten by a <a href="http://uncyclopedia.wikia.com/wiki/Grue" title="wikia.com" rel="nofollow">grue</a> [wikia.com].<br> <br><nobr> <wbr></nobr>... and in Soviet Russia, grues are likely to be eaten by YOU!!!</htmltext>
<tokenext>You have been eaten by a grue [ wikia.com ] .
... and in Soviet Russia , grues are likely to be eaten by YOU ! !
!</tokentext>
<sentencetext>You have been eaten by a grue [wikia.com].
... and in Soviet Russia, grues are likely to be eaten by YOU!!
!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28733741</id>
	<title>Re:Just telling my girlfriend about text adventure</title>
	<author>Anonymous</author>
	<datestamp>1247862540000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p> <i>I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties</i> and I was just rambling on about text adventure games...</p></div></div>
	</htmltext>
<tokenext>I 'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games.. .</tokentext>
<sentencetext> I'm now in the latter half of my thirties and my girlfriend is in her mid-twenties and I was just rambling on about text adventure games...
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28727803</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726307</id>
	<title>Photopia</title>
	<author>garethw</author>
	<datestamp>1247767920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I'd heartily recommend Adam Cadre's "Photopia".  It's one of the most affecting pieces of fiction of any time I've ever read.

<a href="http://adamcadre.ac/if.html" title="adamcadre.ac" rel="nofollow">http://adamcadre.ac/if.html</a> [adamcadre.ac]</htmltext>
<tokenext>I 'd heartily recommend Adam Cadre 's " Photopia " .
It 's one of the most affecting pieces of fiction of any time I 've ever read .
http : //adamcadre.ac/if.html [ adamcadre.ac ]</tokentext>
<sentencetext>I'd heartily recommend Adam Cadre's "Photopia".
It's one of the most affecting pieces of fiction of any time I've ever read.
http://adamcadre.ac/if.html [adamcadre.ac]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28729583</id>
	<title>Re:Proof Graphics != Good Game</title>
	<author>Quirkz</author>
	<datestamp>1247844600000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed. I really want to see some level of text based gaming come back.</p></div><p>Text-based gaming isn't completely dead. There are niche markets, particularly with browser-based games.<br> <br>

One of my favorites, and one I've been playing for more than three years, is Kingdom of Loathing (http://www.kingdomofloathing.com). Yes, they do have images, but they're stick figures, static GIFs, so it's essentially text-based with a little accent. Humorous writing, complicated puzzles<nobr> <wbr></nobr>... all that stuff is alive and well in this fantasy RPG. They're maybe halfway between pure text and an RPG like Bard's Tale - more interface than the former, much more writing than the latter. Heck, they even have a grue familiar as an homage to some of the classic games. (It's free to play, too. There's a donation model, but non-donators don't miss out on anything.)<br> <br>

I'd be remiss if I didn't take this opportunity to plug my own game (also free to play, no penalty for non-donators, I assume it's okay to mention here), which is was inspired by Kingdom of Loathing but is a superhero-themed RPG. Twilight Heroes, at <a href="http://www.twilightheroes.com./" title="www.twilightheroes.com" rel="nofollow">http://www.twilightheroes.com./</a> [www.twilightheroes.com]</p></div>
	</htmltext>
<tokenext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry , they had graphics then and did much better giving a fully descriptive story as was needed .
I really want to see some level of text based gaming come back.Text-based gaming is n't completely dead .
There are niche markets , particularly with browser-based games .
One of my favorites , and one I 've been playing for more than three years , is Kingdom of Loathing ( http : //www.kingdomofloathing.com ) .
Yes , they do have images , but they 're stick figures , static GIFs , so it 's essentially text-based with a little accent .
Humorous writing , complicated puzzles ... all that stuff is alive and well in this fantasy RPG .
They 're maybe halfway between pure text and an RPG like Bard 's Tale - more interface than the former , much more writing than the latter .
Heck , they even have a grue familiar as an homage to some of the classic games .
( It 's free to play , too .
There 's a donation model , but non-donators do n't miss out on anything .
) I 'd be remiss if I did n't take this opportunity to plug my own game ( also free to play , no penalty for non-donators , I assume it 's okay to mention here ) , which is was inspired by Kingdom of Loathing but is a superhero-themed RPG .
Twilight Heroes , at http : //www.twilightheroes.com./ [ www.twilightheroes.com ]</tokentext>
<sentencetext>This should stand as proof that graphics should not be in the forefront of the entire gaming industry, they had graphics then and did much better giving a fully descriptive story as was needed.
I really want to see some level of text based gaming come back.Text-based gaming isn't completely dead.
There are niche markets, particularly with browser-based games.
One of my favorites, and one I've been playing for more than three years, is Kingdom of Loathing (http://www.kingdomofloathing.com).
Yes, they do have images, but they're stick figures, static GIFs, so it's essentially text-based with a little accent.
Humorous writing, complicated puzzles ... all that stuff is alive and well in this fantasy RPG.
They're maybe halfway between pure text and an RPG like Bard's Tale - more interface than the former, much more writing than the latter.
Heck, they even have a grue familiar as an homage to some of the classic games.
(It's free to play, too.
There's a donation model, but non-donators don't miss out on anything.
) 

I'd be remiss if I didn't take this opportunity to plug my own game (also free to play, no penalty for non-donators, I assume it's okay to mention here), which is was inspired by Kingdom of Loathing but is a superhero-themed RPG.
Twilight Heroes, at http://www.twilightheroes.com./ [www.twilightheroes.com]
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_07_17_0336220.28726173</parent>
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